Full patch notes for v2.1 of Judgement: Eternal Champions.
Rename Invisibility to Stealth
Invisibility implied a model was not able to be targeted at all. Stealth is a better description of how the rule works in-game.
Page 67: Remove Invisibility definition.
Page 67: Add Stealth definition.
Reach(2) Melee Weapons
Reach 2 melee weapons had a disproportionate impact on the game state to what was intended. The rule change maintains decent benefits for models that have Reach 2 without skewing things too much in their favour.
Page 40: Add the following text under the Melee attack type.
Note: Melee attacks with greater than Reach(1) only provide the extended Reach during the owning model's activation. Out of the model's activation, the attack has Reach(1).
Page 46: Add the following point under the 'For all Combat Manoeuvres' sub-heading.
Models with Dual Wield cannot execute the Push Combat Manoeuvre on the second attack each attack action.
Leech
We clarified the confusion on when Leech triggered.
Page 67: Add the following text at the end of the description for Leech.
'...and triggers at the end of Step 5 of the Attack Process.'
Shadow Mist
We tweaked the dial on Shadow Mist, so it was a more useful ability and gave a Shadow Mist model more opportunity to operate independently.
Page 68: Replace the 2nd sentence of the Shadow Mist entry with:
'A model cannot have more than 2 plus their current level Shadow Mist Counters attached to them at any time.'
Page 68: Remove the following sentence from the Shadow Mist entry:
'Shadow Mist Counters attached to this model are removed at the end of this model's activation each turn.'
Monster Hunter
We intended that monsters always stand up if Knocked Down; however, it was missing from the rule book.
Page 72: Insert the following bullet point to the Hunter section.
If suffering Knock Down, the monster immediately stands up at the beginning of its activation.
Undead
We want to make Warbands with multiple undead heroes viable and add some flavour to the way they interact with Shrines.
Page 87: Replace the last sentence of the first paragraph under the Soul Harvest heading with the following:
If there is no eligible Hero, the Effigy of the Soulless model gains a Banked Soul.
Add the following section:
Shrines
When a Soulless model controls a Shrine, the enemy Warband loses 1 Fate from their Fate pool. This is cumulative if Soulless models control multiple Shrines. This occurs at the end of the Fate Generation step (i.e. Step 3) in the Communion Phase; however, it happens prior to the opportunity for your opponent to damage one of their models to generate a single Fate.
If a Soulless and non-Soulless hero from the same Warband control a Shrine, the owning player can choose whether to generate Fate for themselves or remove Fate from the enemy Fate pool.
Aria
The design intent for Aria sits within a narrow corridor. We don't want her to be an Allure-bot, and we want her to have other options if her Symphonic Attack fails. We made a few adjustments to her kit so her abilities are more balanced against each other while keeping true to the siren theme.
Cradol
Cradol often divides opinion; however, we want heroes that reward players who invest in learning a hero and building Warbands that complement them. We have tweaked Shadow Mist to get it into a better place as we prepare for more heroes with the Shadow Mist ability.
Doenregar
A quality of life improvement for the big man.
Drelgoth
A quality of life improvement for the angry man. The core rule changes to Dual Wield also dial this guy down a bit.
Fazeal
A tweak to shift his signature ability into a slightly better place. The core rule undead changes also boost the scary man.
Isabel
Isabel plays the role of Paladin well on the battlefield. We introduced a few balance tweaks that include improvements in a few areas.
Kain
A small tightening up of Mortal Wounds. Kain is in a good place and is now an s-tier jungler when in a Tomas Warband.
Kruul
One of our favourite heroes across the full spectrum of model, rules and back story. Unfortunately, Kruul was too dominant with several abilities that significantly influenced the outcome of battles.
Maltique
Maltique has been an excellent addition to the Judgement universe. We felt her high Soul Harvest was not in theme and also meant she could have been more effective in the mirror matchup.
Masuzi
Masuzi has been slightly under the curve in the highly competitive Soulgazer slot. We turned up the dial on him so he sits well amongst his peers.
Naias
Piper
Piper fills a niche role very well. He was slightly below the curve so we have tweaked accordingly.
Rakkir
Saiyin
Saiyin has been in a good place for a long time. The Sleep change makes her more versatile and brings her in-line with Aria.
Skoll
Skye
A quality of life improvement for the zen man.
Thorgar
Thorgar has dominated the battlefields of Between for a while now. He has a strong kit that perfectly represents the raging bull that he is; however, the range of Man Catcher was oppressive.
Thrommel
Thrommel is another hero whose rules perfectly fit his theme, and Dwarf Toss can be a game-winner. We wanted to make it a touch more difficult for him to reach level 3 and reduce the ability's oppressiveness if he does get there.
Krognar
We want non-champions to be more viable in Krognar Warbands.
Ista
Isabel's impact from Ista's EP was insufficient compared to other avatars.
Grul
Gendris' impact from Grul's EP was overbearing, and following the changes to Reach(2) melee weapons, we added an extra ability to the Staff of Grul.
Effigy Power changed to be 'while within'.
Tomas
We wanted to add a bit more oomph.